hedgewars/uAIMisc.pas
author nemo
Fri, 16 Oct 2009 01:29:10 +0000
changeset 2473 b188194432f5
parent 2376 ece7b87f1334
child 2587 0dfa56a8513c
permissions -rw-r--r--
Tweak probabilities for default set. jetpack, invuln, molotov cocktail

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2005-2008 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 *)

unit uAIMisc;
interface
uses SDLh, uConsts, uGears, uFloat;
{$INCLUDE options.inc}

type TTarget = record
               Point: TPoint;
               Score: LongInt;
               end;
     TTargets = record
                Count: Longword;
                ar: array[0..Pred(cMaxHHs)] of TTarget;
                end;
     TJumpType = (jmpNone, jmpHJump, jmpLJump);
     TGoInfo = record
               Ticks: Longword;
               FallPix: Longword;
               JumpType: TJumpType;
               end;

procedure FillTargets;
procedure FillBonuses(isAfterAttack: boolean);
procedure AwareOfExplosion(x, y, r: LongInt);
function RatePlace(Gear: PGear): LongInt;
function TestColl(x, y, r: LongInt): boolean;
function RateExplosion(Me: PGear; x, y, r: LongInt): LongInt;
function RateShove(Me: PGear; x, y, r, power: LongInt): LongInt;
function RateShotgun(Me: PGear; x, y: LongInt): LongInt;
function HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean;
function AIrndSign(num: LongInt): LongInt;

var ThinkingHH: PGear;
    Targets: TTargets;

implementation
uses uTeams, uMisc, uLand, uCollisions;
const KillScore = 200;
      MAXBONUS = 1024;
      friendlyfactor: LongInt = 300;

type TBonus = record
              X, Y: LongInt;
              Radius: LongInt;
              Score: LongInt;
              end;
var bonuses: record
             Count: Longword;
             ar: array[0..Pred(MAXBONUS)] of TBonus;
             end;
    KnownExplosion: record
                    X, Y, Radius: LongInt
                    end = (X: 0; Y: 0; Radius: 0);

procedure FillTargets;
var i, t: Longword;
    f, e: Longword;
begin
Targets.Count:= 0;
f:= 0;
e:= 0;
for t:= 0 to Pred(TeamsCount) do
	with TeamsArray[t]^ do
		if not hasGone then
			begin
			for i:= 0 to cMaxHHIndex do
				if (Hedgehogs[i].Gear <> nil)
				and (Hedgehogs[i].Gear <> ThinkingHH) then
					begin
					with Targets.ar[Targets.Count], Hedgehogs[i] do
						begin
						Point.X:= hwRound(Gear^.X);
						Point.Y:= hwRound(Gear^.Y);
						if Clan <> CurrentTeam^.Clan then
							begin
							Score:=  Gear^.Health;
							inc(e)
							end else
							begin
							Score:= -Gear^.Health;
							inc(f)
							end
						end;
					inc(Targets.Count)
					end;
			end;

if e > f then friendlyfactor:= 300 + (e - f) * 30
else friendlyfactor:= max(30, 300 - f * 80 div e)
end;

procedure FillBonuses(isAfterAttack: boolean);
var Gear: PGear;
    MyClan: PClan;

    procedure AddBonus(x, y: LongInt; r: Longword; s: LongInt);
    begin
    bonuses.ar[bonuses.Count].x:= x;
    bonuses.ar[bonuses.Count].y:= y;
    bonuses.ar[bonuses.Count].Radius:= r;
    bonuses.ar[bonuses.Count].Score:= s;
    inc(bonuses.Count);
    TryDo(bonuses.Count <= MAXBONUS, 'Bonuses overflow', true)
    end;

begin
bonuses.Count:= 0;
MyClan:= PHedgehog(ThinkingHH^.Hedgehog)^.Team^.Clan;
Gear:= GearsList;
while Gear <> nil do
	begin
	case Gear^.Kind of
		gtCase: AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 33, 25);
		gtMine: if (Gear^.State and gstAttacking) = 0 then
				AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 50, -50)
			else
				AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, -50); // mine is on
		gtDynamite: AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -75);
		gtHedgehog: begin
					if Gear^.Damage >= Gear^.Health then
						AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 60, -25)
					else
						if isAfterAttack and (ThinkingHH^.Hedgehog <> Gear^.Hedgehog) then
							if (MyClan = PHedgehog(Gear^.Hedgehog)^.Team^.Clan) then
								AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 150, -3) // hedgehog-friend
							else
								AddBonus(hwRound(Gear^.X), hwRound(Gear^.Y), 100, 3)
					end;
		end;
	Gear:= Gear^.NextGear
	end;
if isAfterAttack and (KnownExplosion.Radius > 0) then
   with KnownExplosion do
        AddBonus(X, Y, Radius + 10, -Radius);
end;

procedure AwareOfExplosion(x, y, r: LongInt);
begin
KnownExplosion.X:= x;
KnownExplosion.Y:= y;
KnownExplosion.Radius:= r
end;

function RatePlace(Gear: PGear): LongInt;
var i, r: LongInt;
    Result: LongInt;
begin
Result:= 0;
for i:= 0 to Pred(bonuses.Count) do
	with bonuses.ar[i] do
		begin
		r:= hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y)));
		if r < Radius then
			inc(Result, Score * (Radius - r))
		end;
	RatePlace:= Result
end;

function TestColl(x, y, r: LongInt): boolean;
var b: boolean;
begin
b:= (((x-r) and LAND_WIDTH_MASK) = 0)and(((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x-r] <> 0);
if b then exit(true);
b:=(((x-r) and LAND_WIDTH_MASK) = 0)and(((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x-r] <> 0);
if b then exit(true);
b:=(((x+r) and LAND_WIDTH_MASK) = 0)and(((y-r) and LAND_HEIGHT_MASK) = 0) and (Land[y-r, x+r] <> 0);
if b then exit(true);
TestColl:=(((x+r) and LAND_WIDTH_MASK) = 0)and(((y+r) and LAND_HEIGHT_MASK) = 0) and (Land[y+r, x+r] <> 0)
end;

function RateExplosion(Me: PGear; x, y, r: LongInt): LongInt;
var i, dmg, Result: LongInt;
begin
Result:= 0;
// add our virtual position
with Targets.ar[Targets.Count] do
     begin
     Point.x:= hwRound(Me^.X);
     Point.y:= hwRound(Me^.Y);
     Score:= - ThinkingHH^.Health
     end;
// rate explosion
for i:= 0 to Targets.Count do
    with Targets.ar[i] do
         begin
         dmg:= r + cHHRadius div 2 - hwRound(DistanceI(Point.x - x, Point.y - y));
         if dmg > 0 then
            begin
            dmg:= min(dmg div 2, r);
            if dmg >= abs(Score) then
               if Score > 0 then inc(Result, KillScore)
                            else dec(Result, KillScore * friendlyfactor div 100)
            else
               if Score > 0 then inc(Result, dmg)
                            else dec(Result, dmg * friendlyfactor div 100)
            end;
         end;
RateExplosion:= Result * 1024
end;

function RateShove(Me: PGear; x, y, r, power: LongInt): LongInt;
var i, dmg, Result: LongInt;
begin
Result:= 0;
for i:= 0 to Pred(Targets.Count) do
    with Targets.ar[i] do
         begin
         dmg:= r - hwRound(DistanceI(Point.x - x, Point.y - y));
         if dmg > 0 then
            begin
            if power >= abs(Score) then
               if Score > 0 then inc(Result, KillScore)
                            else dec(Result, KillScore * friendlyfactor div 100)
            else
               if Score > 0 then inc(Result, power)
                            else dec(Result, power * friendlyfactor div 100)
            end;
         end;
RateShove:= Result * 1024
end;

function RateShotgun(Me: PGear; x, y: LongInt): LongInt;
const
  REUSE_BONUS = 1.35;
var i, dmg, Result: LongInt;
begin
Result:= 0;
// add our virtual position
with Targets.ar[Targets.Count] do
     begin
     Point.x:= hwRound(Me^.X);
     Point.y:= hwRound(Me^.Y);
     Score:= - ThinkingHH^.Health
     end;
// rate shot
for i:= 0 to Targets.Count do
    with Targets.ar[i] do
         begin
         dmg:= min(cHHRadius + cShotgunRadius - hwRound(DistanceI(Point.x - x, Point.y - y)), 25);
         dmg := round(dmg * REUSE_BONUS);
         if dmg > 0 then
            begin
                if dmg >= abs(Score) then dmg := KillScore;
                if Score > 0 then inc(Result, dmg)
                else dec(Result, dmg * friendlyfactor div 100);
            end;
         end;
RateShotgun:= Result * 1024
end;

function HHJump(Gear: PGear; JumpType: TJumpType; var GoInfo: TGoInfo): boolean;
var bX, bY: LongInt;
    Result: boolean;
begin
Result:= false;
GoInfo.Ticks:= 0;
GoInfo.FallPix:= 0;
GoInfo.JumpType:= jmpNone;
bX:= hwRound(Gear^.X);
bY:= hwRound(Gear^.Y);
case JumpType of
     jmpNone: exit(Result);
    jmpHJump: if not TestCollisionYwithGear(Gear, -1) then
                 begin
                 Gear^.dY:= -_0_2;
                 SetLittle(Gear^.dX);
                 Gear^.State:= Gear^.State or gstMoving or gstHHJumping;
                 end else exit(Result);
    jmpLJump: begin
              if not TestCollisionYwithGear(Gear, -1) then
                 if not TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) then Gear^.Y:= Gear^.Y - int2hwFloat(2) else
                 if not TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) then Gear^.Y:= Gear^.Y - _1;
              if not (TestCollisionXwithGear(Gear, hwSign(Gear^.dX))
                 or   TestCollisionYwithGear(Gear, -1)) then
                 begin
                 Gear^.dY:= -_0_15;
                 Gear^.dX:= SignAs(_0_15, Gear^.dX);
                 Gear^.State:= Gear^.State or gstMoving or gstHHJumping
                 end else exit(Result)
              end
    end;

repeat
if not (hwRound(Gear^.Y) + cHHRadius < cWaterLine) then exit(Result);
if (Gear^.State and gstMoving) <> 0 then
   begin
   if (GoInfo.Ticks = 350) then
      if (not (hwAbs(Gear^.dX) > cLittle)) and (Gear^.dY < -_0_02) then
         begin
         Gear^.dY:= -_0_25;
         Gear^.dX:= SignAs(_0_02, Gear^.dX)
         end;
   if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then SetLittle(Gear^.dX);
   Gear^.X:= Gear^.X + Gear^.dX;
   inc(GoInfo.Ticks);
   Gear^.dY:= Gear^.dY + cGravity;
   if Gear^.dY > _0_4 then exit(Result);
   if (Gear^.dY.isNegative)and TestCollisionYwithGear(Gear, -1) then Gear^.dY:= _0;
   Gear^.Y:= Gear^.Y + Gear^.dY;
   if (not Gear^.dY.isNegative)and TestCollisionYwithGear(Gear, 1) then
      begin
      Gear^.State:= Gear^.State and not (gstMoving or gstHHJumping);
      Gear^.dY:= _0;
      case JumpType of
           jmpHJump: if bY - hwRound(Gear^.Y) > 5 then
                        begin
                        Result:= true;
                        GoInfo.JumpType:= jmpHJump;
                        inc(GoInfo.Ticks, 300 + 300) // 300 before jump, 300 after
                        end;
           jmpLJump: if abs(bX - hwRound(Gear^.X)) > 30 then
                        begin
                        Result:= true;
                        GoInfo.JumpType:= jmpLJump;
                        inc(GoInfo.Ticks, 300 + 300) // 300 before jump, 300 after
                        end;
           end;
      exit(Result)
      end;
   end;
until false
end;

function HHGo(Gear, AltGear: PGear; var GoInfo: TGoInfo): boolean;
var pX, pY: LongInt;
    Result: boolean;
begin
Result:= false;
AltGear^:= Gear^;

GoInfo.Ticks:= 0;
GoInfo.FallPix:= 0;
GoInfo.JumpType:= jmpNone;
repeat
pX:= hwRound(Gear^.X);
pY:= hwRound(Gear^.Y);
if pY + cHHRadius >= cWaterLine then exit(false);
if (Gear^.State and gstMoving) <> 0 then
   begin
   inc(GoInfo.Ticks);
   Gear^.dY:= Gear^.dY + cGravity;
   if Gear^.dY > _0_4 then
      begin
      Goinfo.FallPix:= 0;
      HHJump(AltGear, jmpLJump, GoInfo); // try ljump instead of fall with damage
      exit(Result)
      end;
   Gear^.Y:= Gear^.Y + Gear^.dY;
   if hwRound(Gear^.Y) > pY then inc(GoInfo.FallPix);
   if TestCollisionYwithGear(Gear, 1) then
      begin
      inc(GoInfo.Ticks, 410);
      Gear^.State:= Gear^.State and not (gstMoving or gstHHJumping);
      Gear^.dY:= _0;
      Result:= true;
      HHJump(AltGear, jmpLJump, GoInfo); // try ljump instead of fall
      exit(Result)
      end;
   continue
   end;
   if (Gear^.Message and gm_Left  )<>0 then Gear^.dX:= -cLittle else
   if (Gear^.Message and gm_Right )<>0 then Gear^.dX:=  cLittle else exit(Result);
   if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
      begin
      if not (TestCollisionXwithXYShift(Gear, _0, -6, hwSign(Gear^.dX))
         or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
      if not (TestCollisionXwithXYShift(Gear, _0, -5, hwSign(Gear^.dX))
         or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
      if not (TestCollisionXwithXYShift(Gear, _0, -4, hwSign(Gear^.dX))
         or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
      if not (TestCollisionXwithXYShift(Gear, _0, -3, hwSign(Gear^.dX))
         or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
      if not (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX))
         or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
      if not (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX))
         or TestCollisionYwithGear(Gear, -1)) then Gear^.Y:= Gear^.Y - _1;
      end;

   if not TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) then
      begin
      Gear^.X:= Gear^.X + int2hwFloat(hwSign(Gear^.dX));
      inc(GoInfo.Ticks, cHHStepTicks)
      end;
   if not TestCollisionYwithGear(Gear, 1) then
   begin
   Gear^.Y:= Gear^.Y + _1;
   if not TestCollisionYwithGear(Gear, 1) then
   begin
   Gear^.Y:= Gear^.Y + _1;
   if not TestCollisionYwithGear(Gear, 1) then
   begin
   Gear^.Y:= Gear^.Y + _1;
   if not TestCollisionYwithGear(Gear, 1) then
   begin
   Gear^.Y:= Gear^.Y + _1;
   if not TestCollisionYwithGear(Gear, 1) then
   begin
   Gear^.Y:= Gear^.Y + _1;
   if not TestCollisionYwithGear(Gear, 1) then
   begin
   Gear^.Y:= Gear^.Y + _1;
   if not TestCollisionYwithGear(Gear, 1) then
      begin
      Gear^.Y:= Gear^.Y - _6;
      Gear^.dY:= _0;
      Gear^.State:= Gear^.State or gstMoving
      end
   end
   end
   end
   end
   end
   end;
if (pX <> hwRound(Gear^.X)) and ((Gear^.State and gstMoving) = 0) then
   exit(true);
until (pX = hwRound(Gear^.X)) and (pY = hwRound(Gear^.Y)) and ((Gear^.State and gstMoving) = 0);
HHJump(AltGear, jmpHJump, GoInfo);
HHGo:= Result
end;

function AIrndSign(num: LongInt): LongInt;
begin
if random(2) = 0 then AIrndSign:=   num
                 else AIrndSign:= - num
end;

end.